Final Fantasy XV or History Rebel
I welcome all those who do not scare the letters in our new one, 2017, and those who have not yet fallen in love read. Oddly enough, but we will talk about relatively new (by the standards of our time not very), part of the last fantasy of JRPG’St – Final Fantasy XV.
And the reason to delve into and to prevent the already not the most relevant topic, in my opinion, there is. Despite the fact that the game satisfied most of the public and critics, as evidenced by the abundance of positive reviews and its good assessments in the press, here and there various accusations come back to it, moreover, it should be noted, not always on the case, and this will become the main cost for reasoning for reasoning.
The main question is, what is the fifteenth part actually. So expected long -term construction, which, I recall, spent not many in a limited state – as long as ten years or the consequence of the now fashionable term «production hell», with all the ensuing consequences of this consequences? Whether we can, after some time, equate it to the classics and love it in the same way as it happened, for example, with the 7th part? This just needs to be sorted out, and therefore let’s from words … to facts.
No matter how strange it may sound, but he knows about the last fantasy, probably, even the most far from this genre vegetable This is not surprising, because the series was able to incorporate so many different innovations, as well as visit so many media formats that there are literally no places left where she had not visited.
In addition to a series of games, these are also beautiful and technological animation films, at the time of which, one could watch with an open mouth. Of course, from the point of view of the logic of what is happening on the screen, the “roots” of the country of origin make themselves felt, but they remain excellent visual attractions (hello Michael Bay).
There is a lot to scold the animated embodiment of the universe, but each such event simply cannot leave indifferent from the point of view of the visual component.
No less popular is the attributes of the game: huge chickens of Chkobo, mysterious mugles, colossal deities – Shiva, Ifrit, Leviathan. In addition, many have heard a well -known musical composition Final Fantasy 7 – Victory Theme.
To argue about why it was the “last fantasy” that has earned such huge popularity for a long time, but the fact that she managed to become more famous for most others, and it is worth noting that excellent representatives of the genre remains an unshakable fact.
Like many Jrpg genre, they will be the first to remember, for example, Chrono Cross,Legend of Dragoon, Breath of Fire or Xenogears? But these are far from the latest representatives.
Despite the fact that the JRPG genre is quite peculiar, each game in it is trying not to resemble a competitor and this is expressed not only in the plot or setting, but also in the giimptic features.
Take for example the combat system mechanics. IN Chrono Cross, for example, I had to spend endurance during battles on blows or elements, and in Legend of Dragoon and completely attack the time, memorizing the time of pressing the necessary buttons and opening new techniques. Some were given to ride huge furs.
If we are talking about Final Fantasy, then the situation is similar in the sense that this is the same diversity, but already inside the series. Each license plate, not to mention the numerous spinoffs and continuations, tries to invent the mechanics again and there is far no need to go for examples:
Even now, everything related to magic looks more than convincing in Final Fantsay. How much it was an exciting spectacle at the time of its release … it is impossible to convey in words.
Magic is one of the most beautiful visual pleasures of the series, in 7 parts it was realized as “matter”, built into special slots, developing as the character is pumped and acquiring new properties, but in the eighth part of the spell, not only had to look for or steal (yes, directly pulling them out of enemies), and it was not always a good idea to spend them, since each of them could be, since each of them could be.tie to the desired parameter of the character by significantly increasing it or imposing any property on weapons (for example, poisoning, stunning or blindness).
Pumping was also not the same everywhere. In addition to static experience scores, the characters of 10 part were not given straight lvl-up with all the strengthening, but only accrued glasses to which the player traveled along the web, opening the necessary parameters for the crystals. Again such, it is extremely superficial, and it would take an unforgivable time for the discussion of the nuances.
For someone, this is just a set of badges, for the playing-this is a whole journey to power.
Unlike most conveyors who love the Western «Big Boss» ‘s, the Japanese are trying to change something that it would seem to have worked once. Find a new one where, as it already seemed to everyone, the new one is simply unnecessary. Changing from part to part, so that it would not be possible to say “again the same thing”, because this is a really different game that needs to be studied again, plunge and try to understand.
All of the above is a simple proof that there is something to love and the title of the famous JRPG, it wears quite deservedly, although at the same time about memorable, colorful characters, interesting stories and vivid worlds have not even been said.
However, about the unspeakable, for all this time, nothing was mentioned about the 15th unit (which once again confirms – there is something to tell about the series), so let’s take a look if she could live up to the assigned expectations and step forward towards her predecessors?
Finally, the long -awaited project fell into the hands of the suffering audience, that at least on the motives of the development of Jsantabarbar, take off, but, as not surprising, for the development period of 10 years, the game simply could not remain the same as planned originally planned. In this case, we are talking not only about the concept and transition from Spinoff to the license plate with the change in the plot and mood, but also about the change of generation of consoles with new possibilities and market requirements.
If we talk about the XV unit, then all these events did not pass for her without a trace, and therefore there is enough patch on her, but more on this further in the text. Now briefly in essence: we have a revolutionary breakthrough in the series, both in the technical and structural understanding (I think I will not be mistaken if I say that in the genre as a whole, but this is not accurately).
«Fantasy» was finally able to get rid of the division of battles and travel, making this process a continuous whole. Now it is a full -fledged, open and “seamless world”, about which, to the best of the restrictions of capacities, I had to only dream earlier.
Although the new appearance is certainly beautiful (the design of https://lunacasino.org/ local expanses is simply fascinating), yet some problems associated with this crept in. For starters, this is a feeling of his plane. The concepts of “locations” are no longer as such, now the flow of one area into another has become too smooth, which is why the contrast, which was created in the old “screen” parts of the series, disappeared. It is not necessary, however, think that with the atmosphere the game has problems, such beautiful landscapes, waterfalls, arches and spacious city streets, you still need to look.
Huge spaciousness did not harm the quality, many diverse and fantastic landscapes are the same and beged to ride around the world, and to need screenshots. It’s good that the team has its own photographer.
The second spoilage of impression was the tangible meagerness of the surrounding space. If earlier the spaciousness of the location was measured by the number of screens, now it is a very specific number of steps. Because of this city (for example, the one with a power station) does not look as majestic as it was in the VIII or IX parts. Separately, it is worth noting the tricks of the developers, because in order not to stamp monotonous, empty lanes, they substantiated the story that the entire space is built up with exposts – small, compact and in which everything is only on the case.
However, the game is not full of cities are full. There is still quite a lot of space for studying in it. Here, and the paths hidden in the forests, leading to valuable treasures or terrible monsters, lost temples in which you can get valuable weapons, and some of you will call partners during random «instant tasks».
It is already said enough about the environment itself, it creates only positive impression of itself, everything else is nit -picking that you want to believe, it will be possible to eliminate it over time, but for now – you can simply be enjoying it, it will be expanded, putting the car on an autopilot (and there is a meaning to ride on a long journey) and drink hot tea, admiring the beauties that grazed amazing animals and secluded among all thissplendor, human life.
However, without a large city, in the Venetian style, the game still could not do. Getting lost in his vastness is easier to get light and from this it becomes only warmer.
The change of image of the game is certainly a huge step forward, but this decision entailed much big changes. So the battle system changed into the root: at least to get rid of the unloading screen, the developers threatened for a long time, the possibilities of iron did not allow it to realize this at the proper level, maintaining a balance between technical and visual embodiments.
For the XV part, the experiment can be considered successfully conducted: high dynamics of the battle with variability (moving the hero in three planes, plus add to this the use of teleportation and rifle turrets), instant change of weapons and magic, joint techniques in conjunction with the weaknesses of enemies – all this expands the boundaries of military operations, showing a completely new level.
But the first pancake, as a rule, is not without exception. Despite the fact that it was possible to achieve an unequivocal breakthrough, some shortcomings still surfaced to the surface. For starters, a camera has become a huge stimulus, which in many battles begins to live a completely independent life. Clinging to stones, bushes, walls and protrusions, she literally blocks the overview with obstacles, not allowing him to evaluate the whole situation. Not to say that this problem is deadly (there was still no critical points in 100 hours of the game), but it will not work to close your eyes to this either, since sometimes a rather impressive part of the events remains somewhere behind the scenes.
But the second problem is much more unpleasant and for convenience it should also be divided into 2 subparagraphs. Now we are talking about excessive lightness, which has become inevitable with the possibility of free movement. This can be observed that the battlefield has become very easy to leave, thereby avoiding an unexpected fight with an enemy superior to force. Many locations in which the monsters are unforgivably strong are simply passing, and random attacks are not something critical, but only an occasion to find another route. Not to say that the game is not trying to lock you with a strong enemy in a cage in which you will have to take a battle, but in a good hundred hours this happened with a dozens of times, and the rest of the time you could run almost without losses.
Huge robots are the main power of the imperial army, in some cases even capable of delivering problems. A pleasant bonus is that these opponents can break some parts, such as a missile installation or leg drives.
The second side of the same problem, the fact that now the battle depends not so much on the chosen tactics, but how much on the ability to combine attacks and stay at the right points at a distance. Darnet has become an ultimatical means of avoiding damage. In addition, either because of fear, or by oversight, the developers finally broke it because the comrades, in the fall of health to 0, are able to return friends several times by patting their shoulder. This innovation has too much simplified the process, bringing all the battles to spontaneous movement between partners and conducting intermediate attacks. It’s a pity, but now preparation for a difficult battle is the equipment of the detachment, the choice of protection against effects and other equipment of the group, has no longer a need, but only the possibility.
And since the main and critical changes are over, it is time to move on to smaller ones.
So the game first acquired complete additional tasks, but there is a lot of disputes about their value. Let’s figure out why they are here. In this part, such tasks are simple instructions from the category to find any goal, defeat the monster or bring something to the owner. Multi -stage quests are rare, such as pacing the one -eyed Behemoth’a.
The dimensions of some enemies are simply amazing, but this is not even their largest representative.
And immediately about the delusion. Comparison of secondary tasks, for example, with quests from a witcher – an analogy rather wrong. The fact is that, firstly, this is too different approach. Secondly, both games make completely different accents on completely different elements. If a witcher is more a game book in which there is a story at the helm, then the basis of JRPG has always been pumping for the sake of movement in the plot and the search for secret locations. That is, in the first case, history leads you, in the second – most of the gameplay occupies most.
Based on this, it is doubtful that by comparing a classic musical work and, for example, jazz, we can objectively say which of this was better, although both of them and other music. Therefore, the quests in FF XV need to be treated with understanding – this is the way to hide the tedious grind that has always been present in any representative of this genre.
Such small quests – allow us to free themselves from the monotony of stripping the location and cutting out representatives of the fauna to the twelfth knee, in order to obtain things and experience, thereby expanding, but without changing the concept of the game.
This also includes the fact that these quests are introduced to the player with the world with their scattered routes. Going to the indicated place, you can observe the landscapes incredible in beauty, meet interesting places, or during the trip to stumble upon hidden dungeons. It is worth noting separately fleeting tasks that are found right during the path: inviting your comrades -in -arms to fishing, searching for rare monsters or photography. What do not say, and this perfectly emphasizes the relationship of companions.
There are enough places for visiting for every taste: here are the inhospitable swamps, the edges, deserts and mountain trails in the volcano sheltered in the forests.
So what is the conclusion to draw? The answer is on the surface. Was it possible to make tasks more diverse and more developed? Of course yes! But the developers, tell them this, most likely would have nodded, out of politeness they would only shrugged and go further on business, since in their understanding is completely superfluous. Nothing should distract from the main story, but this ideology, again I will reveal later. In order to diversify the endless reduction of the monsters population, the creators found a creative option, diluting routine – hunting, fishing, walks, combining this process with familiarization with the surrounding expanses. Everything else is excess mentality.
It’s not much sense to discuss the plot as such: the game came out not so long ago to slide down to the spoilers, but cling to individual episodes, too much like breaking out of context, in such a voluminous story, but still something needs to be clarified.
To begin with, this is a structure-it is classical here, but rather for anime than for something else. Have you noticed as the Japanese build most of the works? At the very beginning, this is a specific, dynamic and strong tie, in which there are many events that do not relax the grip for a minute, after which the intensity subsides sharply.
Then, followed by some prolonged part, in which the heroes for the most part are engaged in secondary tasks, as a result of which the viewer or player, as in our case, is more penetrated by the world, history, characters. The main events are pushing reluctantly, a little. This is just a big charm, because it works at a subconscious level.
In anime, especially multi -part, it is very easy to observe. Touching, for example, One Piece or Bleach, As the most famous representatives in the wide circles, then there is an abundance of series that could simply be removed and the plot would not have been lost – the arches and the “Monster Hunting” series. However, their presence introduces the intricacies that make it possible to better understand how the world works, who inhabit it and what he lives.
Well, already closer to the middle of the work, there is a “point of no return”, an event after which the story can already be stopped (the players, probably, have been traced well). Like a snowball, rolling and typing in size, the scope and Epic grab everything around, without unclenching the grip up to the very interchange.
Final Fantasy XV is so huge that a few more games in it! Welcome to Silent Hill.
The heroes are quarreling, then divided, someone dies, significant and well-known places are destroyed … All this is laid in the second half, which no longer shows the world, but its development, where all that we are rolling already We know and How It changes strongly over time.
I, perhaps, will not talk about the integrity of history. The fact is that, despite her repeated remake and change of stylistics in general, she seemed to me quite decent. Nothing in excess of the outstanding, but also of some straight-up inconsistencies that are on the surface and which kill the entire narrative, there is also no in it. Scrupulous reliability from such a fantastic story is not required.
The events are very colorful, some unexpected turns and ways to serve them, in a good sense of the word, caused a smile, and closer to the end, an episode in which I even want to say “wow!», But at the same time it is necessary to realize that each of the players is unique, and therefore not everyone is able to perceive sometimes too» anime «narration. If someone may be enthusiastic about setting scenes, a dialogue manner or events, then for someone-all flights of the heroes will be nothing more than the Non-Elipads parade.
Despite the abundance of what has been said, still without a result, this work will be undergone. For objectivity, you should start with the minuses, which, as already mentioned, is.
• Zazubsi history. Yes, that fantasy did not work, the plot of which could be called original. Again, it is decent for a fairy tale: this is still a good adventure, but, as you should expect, the motives of some characters, taking into account the number of rewritings, remain foggy and often look somewhat attracted. Part of the plot moves is due to nothing more than a combination of circumstances
• Simplicity. And again – yes, this is exactly what is a tangible minus. Although it is impossible not to take into account the merits of transferring the game from the usual format to the «seamless», the possibility of instant escape and resuscitation of comrades – they destroyed the balance too much towards the Hero team. Part of the planned mechanic disappeared, leaving most enemies to banal beating, and it is a pity, soon the games will become completely simple.
• The scarcity of the world. I will immediately explain that this item applies to the motivation for the study of the game space after passing the game. All strong and special monsters will be presented to you in the form of transactions and dungeons behind closed doors, but small, by the standards of the series, arsenal (not the classes of weapons, but the number of representatives of each of them) does not give up a call to search for a secret wagon stick, although this developers promised to take into account and it is likely that not only contract monsters will soon appear, but also over-and-secretlocations for which you will have to spend more than a dozen hours.
• The appearance of the battle. It means that because of the self-wise camera it sometimes remains behind the scenes, and sometimes it is obviously impossible to think about tactics. Part of the space is hidden from the eyes, and an additional modifier of complexity is the test for epilepsy.
• Magic. Despite an interesting scheme for creating spells, some of them were lost. Blindness, scanning, curse, such effects sunk into the past, giving way to offensive magic causing direct damage to the enemy. Everything else passed into a small subclass of additions (petrification or poisoning) assigned to the damage of ice, fire or lightning. Of the variety, only the main one was left, thereby losing a piece of the whole.
Another reference to p.T., Apparently Promto is also upset by the established circumstances.
If you dig deeper, then of course, you can find more cons, but you can no longer call them so significant, and therefore it is worth moving on to no less important pluses, which fortunately have enough and excess. They just reveal the careful approach with which the creators reacted to their creation.
• Validity. Under the criterion with such a foggy name, I return to the new type of fighting in the open world, where enemies are waiting in ambushes or leading you hunting or which are landed by huge imperial «dreadnoughts». It would seem a trifle, but justifying the truth so simple at first glance, and not pouring a pack of enemies from the bucket, once again proves that they even tried to treat the little things in scrupulously, ceiling all the corners as much as possible.
• Change of monotony. In the games of such a pumping genre, it has always been a cornerstone, when the plot was required to promote the level and had to spend a dozen battles in a row one more monotonous than the other. The XV part is trying to change this situation. The player is free to choose how to get a treasured increase: hunting monsters, performing simple quests, fishing, traveling around the world or participating in the races for chobo. Even if not all this attempt was perceived from this angle, but rather as an accusation of indifference to the study of third -party tasks. But it should be noted that the nearest representative of the genre is not Witcher, A Last remnant.
• Courage. Make such a cardinal jump from corridors to the expanses and from individual battles to a continuous war, the task is not as simple as many of it imagine. The very fact that the current head of the project Hajime Tabata insisted that he takes all the risks under his responsibility – excess confirmation in the piggy bank of the team responsible for the release of this game, because mistakes could be very expensive.
• Scope. All FF was famous for their beauty and grandeur, and this one was no exception. The number of zones that can be visited, the incredible expanses and diversity of the heimple (which people have more criticized rather than the plus of the games), capture for a good four to five dozens of hours, showing a magnificently directed, impressive story in an equally impressive world.
• miscellaneous. Finally, one cannot but say about the moments that simply delight and warm the soul, although it was also optional. Called to the aid of deities, take into account where you are at the moment, on Earth either under it and depending on this, helps that they provide. So that you use the whole potential, and do not do the same thing, you are artificially replaced by a car (capable of moving only along the roads), with yellow chickens, which will replace four wheels in zones without laid roads, take ultimatic means, pushing the use of the surrounding capabilities for the battle (teleport, use turrets), which is more like a controlled animation film, than the controlled film.on those old, familiar games where all this could be embodied only in our, far from the last fantasies.
In the end I will only say my opinion. Of course, in a game of such a scale it is simply impossible to do everything smoothly, so to speak without a bitch and a bitch, you cannot take into account all the nuances and even more so you cannot make the game so that everyone likes it. However, this still remains a magnificent journey of a long time, this is still a wonderful embodiment of the already native ideas. There is nothing to scold her, except to shu, but in no case can we say that this is an exclusively commercial project, since too much trifles were too tuned with love.
Having gone through the game, I did not meet a single stage in my place, of course there were pieces that I wanted to run as soon as possible, there were episodes that were not enough, but you could not call all this work a hack. A world on the cable roads of which there are trams, in which people dozing behind the stand in cafes in the evenings, wild and bizarre monsters jump on the plains. This is a perfectly staged story, unprecedented scope and beauty, as well as a tremendous step filled with novelty both in the series and in the genre.
Therefore, because of some points you can not love the game, but you cannot consider it a relic of the past in which it sagged for so long. At the time, the FF15 is a breakthrough in its genre and in revealing the capabilities of such computer games in general.